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Enjoyable, but unforgiving
- Nightblade
- 08/05/2009 04:43 AM
- 5048 views
It's been awhile since I've been able to sit down with an RM game from start to finish like this... Well, that's kind of a lie (Exit Fate was the last), but it is still very uncommon. I'd hate to throw out the classic indirect insult "This is one of the few RM games that can keep my attention" but... this is one of the few RM games that can keep my attention. But don't let the former fool you, this has been an enjoyable game, but one riddled with sometimes mind boggling flaws.
The gameplay itself does everything it can to do away with the traditional jRPG systems. It's welcome to see more effort being made into deviating from the traditional "Attack - Magic - Defend - Item" command list, but I fear the whole approach is a bit convoluted and difficult to pick up at first. Typically, as the game progresses (any game) you're introduced into the mechanics gradually until, by a certain point, you find yourself comfortable and actively using all of the mechanics presented.
In this game, however - you're thrown everything at once, and you're expected to be adept with these mechanics as quickly as the third boss... Roughly an hour or so into the game. This is not eased by the limitations of the engine he is using, as crucial information such as active field effects and EX count are not visible (Field effects) or obscured and tiny (EX count).
I could go into detail explaining what I just said, but that would make this far more rambling than this needs to be, so I'll just give you the abridged version. You need both AP and EX points in order to execute skills, AP is easily visible, but the EX count is marked with tiny squares above the character portrait. Field effects effect the flow of battle. Some can damage over time, some can heal, some can nullify EX gain... If this all sounds confusing, it's because it is. In game (namely during bosses), not only do you have to react to enemies who (often times) attack all at once, leaving you little time to react, you have to keep your HP up, watch your AP, watch your EX count, and watch the conditions of your foes by selecting them. Its really not that bad once you get the hang of it, but the engine really makes it difficult to approach.
Ultimately, the system is well thought out and strategic, but held back by how RPG maker does things, the author would have done well remembering the limitations of the engine he's using: Still... Status conditions matter, attack types are varied and useful in their own way, despite it's limitations, and the pacing of battles in general is very good.(barring instances where enemies all attack at once). Combat items (such as grenades) are hilariously overpowered, but serve as a very welcome easy way out of difficult boss battles (like the security wall).
Aside from the battles, there's little else to talk about in the gameplay department aside from the field gameplay. The sideview perspective is another bold move the game makes, but again; I feel the execution could have been far better. The animation for the character(s) running is a bit stiff, but that's the least of the field gameplay's problems.
Perspective... The perspective is just outright disorienting. You could find yourself walking down into a door at one point, then suddenly you're walking down a hallway do your right. It gives all of the areas a disconnected feel and eventually, you just find yourself running around aimlessly hoping to find the proper way to go. I don't know, it's kind of ridiculous that I have to say this; but when I walk DOWN into a door, I should appear in the next room, infront of a door. Not suddenly walking to my right down a narrow hallway, with NO DOOR IN SIGHT. Other than that, there's not much else to say. You can jump over small gaps while running over them, you can climb down ladders, hit buttons, and interact with objects very easily thanks to the arrow indicators telling you what you can and can't interact with. The early maps lack variety, but that's all on that.
The story itself was interesting enough for me to care about opening up the game time and time again despite being dickpunched by seemingly impossible bosses at times. The hand drawn style cutscenes are quickly elegantly executed. Well use of sound and scrolling makes the game come alive however, there are a few small things about the story and the character inconsistencies that bugged me, but I found myself entertained. I don't want to call it bad, average of MIND BLOWING, but It can certainly use a bit of editing and proof reading. I'll spare you the pedantic details but I will state that I wish Leon would act a little less like a lamp post.
I have praised this game's music selection in the past, and my opinion of it has remained the same. The musical selection uses ripped media from a variety of uncommon sources, giving the game a fresh sound with the exception of some annoying, grating and at a few times out of place themes. (The arena theme... Ugh...)
I'm terrible at writing reviews (Practice makes perfect... and I have maybe written 5 reviews ever) so I'll wrap things up with a few hackneyed bullet points.
I liked :
Battle System
Hand drawn cutscenes
Visual polish
Side Scrolling perspective
I disliked :
Battle System learning curve
Stiff running animations
I HATED :
Side scrolling navigation
SHOCK EMISSION (IF you see the name "Shock emission" appear at the top of the screen, just save yourself some time and fucking hit F12, ok?)
Tournament theme
Things I wrote down while playing :
- Odd level design - doors change direction you're going in : disorienting
- Dread = Worthless
- ... another tournament?
-After using 3x Shock Sparks, 3 boss enemies die only after one fires a laser off.
- Atk Crush has no visible affect on Rebel Gunner... Whoopie
Bottom Line : Give it a shot, even if you're terrible at RPGs. If you give it enough time and effort, it'll reward you with a fun and interesting experience.
The gameplay itself does everything it can to do away with the traditional jRPG systems. It's welcome to see more effort being made into deviating from the traditional "Attack - Magic - Defend - Item" command list, but I fear the whole approach is a bit convoluted and difficult to pick up at first. Typically, as the game progresses (any game) you're introduced into the mechanics gradually until, by a certain point, you find yourself comfortable and actively using all of the mechanics presented.
In this game, however - you're thrown everything at once, and you're expected to be adept with these mechanics as quickly as the third boss... Roughly an hour or so into the game. This is not eased by the limitations of the engine he is using, as crucial information such as active field effects and EX count are not visible (Field effects) or obscured and tiny (EX count).
I could go into detail explaining what I just said, but that would make this far more rambling than this needs to be, so I'll just give you the abridged version. You need both AP and EX points in order to execute skills, AP is easily visible, but the EX count is marked with tiny squares above the character portrait. Field effects effect the flow of battle. Some can damage over time, some can heal, some can nullify EX gain... If this all sounds confusing, it's because it is. In game (namely during bosses), not only do you have to react to enemies who (often times) attack all at once, leaving you little time to react, you have to keep your HP up, watch your AP, watch your EX count, and watch the conditions of your foes by selecting them. Its really not that bad once you get the hang of it, but the engine really makes it difficult to approach.
Ultimately, the system is well thought out and strategic, but held back by how RPG maker does things, the author would have done well remembering the limitations of the engine he's using: Still... Status conditions matter, attack types are varied and useful in their own way, despite it's limitations, and the pacing of battles in general is very good.(barring instances where enemies all attack at once). Combat items (such as grenades) are hilariously overpowered, but serve as a very welcome easy way out of difficult boss battles (like the security wall).
Aside from the battles, there's little else to talk about in the gameplay department aside from the field gameplay. The sideview perspective is another bold move the game makes, but again; I feel the execution could have been far better. The animation for the character(s) running is a bit stiff, but that's the least of the field gameplay's problems.
Perspective... The perspective is just outright disorienting. You could find yourself walking down into a door at one point, then suddenly you're walking down a hallway do your right. It gives all of the areas a disconnected feel and eventually, you just find yourself running around aimlessly hoping to find the proper way to go. I don't know, it's kind of ridiculous that I have to say this; but when I walk DOWN into a door, I should appear in the next room, infront of a door. Not suddenly walking to my right down a narrow hallway, with NO DOOR IN SIGHT. Other than that, there's not much else to say. You can jump over small gaps while running over them, you can climb down ladders, hit buttons, and interact with objects very easily thanks to the arrow indicators telling you what you can and can't interact with. The early maps lack variety, but that's all on that.
The story itself was interesting enough for me to care about opening up the game time and time again despite being dickpunched by seemingly impossible bosses at times. The hand drawn style cutscenes are quickly elegantly executed. Well use of sound and scrolling makes the game come alive however, there are a few small things about the story and the character inconsistencies that bugged me, but I found myself entertained. I don't want to call it bad, average of MIND BLOWING, but It can certainly use a bit of editing and proof reading. I'll spare you the pedantic details but I will state that I wish Leon would act a little less like a lamp post.
I have praised this game's music selection in the past, and my opinion of it has remained the same. The musical selection uses ripped media from a variety of uncommon sources, giving the game a fresh sound with the exception of some annoying, grating and at a few times out of place themes. (The arena theme... Ugh...)
I'm terrible at writing reviews (Practice makes perfect... and I have maybe written 5 reviews ever) so I'll wrap things up with a few hackneyed bullet points.
I liked :
Battle System
Hand drawn cutscenes
Visual polish
Side Scrolling perspective
I disliked :
Battle System learning curve
Stiff running animations
I HATED :
Side scrolling navigation
SHOCK EMISSION (IF you see the name "Shock emission" appear at the top of the screen, just save yourself some time and fucking hit F12, ok?)
Tournament theme
Things I wrote down while playing :
- Odd level design - doors change direction you're going in : disorienting
- Dread = Worthless
- ... another tournament?
-After using 3x Shock Sparks, 3 boss enemies die only after one fires a laser off.
- Atk Crush has no visible affect on Rebel Gunner... Whoopie
Bottom Line : Give it a shot, even if you're terrible at RPGs. If you give it enough time and effort, it'll reward you with a fun and interesting experience.
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Thanks for the feedback, you've made some very good points (such as door-to-corridor being disorientating). I'll see what I can do about improving the game (or at least, improving the sequel whenever I get to that)
Haha, did you seriously fight the Security Wall? You weren't suppose to, but I guess it is technically possible to strong-arm through that section.
Haha, did you seriously fight the Security Wall? You weren't suppose to, but I guess it is technically possible to strong-arm through that section.
Haha, did you seriously fight the Security Wall? You weren't suppose to, but I guess it is technically possible to strong-arm through that section.
Yes, I was too lazy to find the code. So when I got to him, I used the fail safe strategy of spamming the shit out of overpowered combat items to kill it before it could overwhelm me.
There is one thing I forgot to mention : Your HP / SP / ATB Interface. The HP bar is kind of misleading in that half of the bar itself could be full, but you won't actualy have half HP because there's a section of red built into the end of the hp bar that blends in far too well with the HP bar. (A dead character looks like he has like 20% health left according to the bar) The ATB bar also seems to suffer from too many frames of animation. I think the interface, especially for this game would benefit greatly from being easier to read at a glance.
Yes, I was too lazy to find the code. So when I got to him, I used the fail safe strategy of spamming the shit out of overpowered combat items to kill it before it could overwhelm me.
There is one thing I forgot to mention : Your HP / SP / ATB Interface. The HP bar is kind of misleading in that half of the bar itself could be full, but you won't actualy have half HP because there's a section of red built into the end of the hp bar that blends in far too well with the HP bar. (A dead character looks like he has like 20% health left according to the bar) The ATB bar also seems to suffer from too many frames of animation. I think the interface, especially for this game would benefit greatly from being easier to read at a glance.
Wait, you weren't supposed to fight the security wall? O_O Well doesn't that make sense. That boss was hard as hell for no reason.
Anyway, cool review. I disagree with some of the cons, though; I didn't find the EX bars tiny at all, nor did the tournament theme seem cliche, nor was field navigation THAT difficult, nor was the learning curve THAT bad. (I think I had trouble with maybe the first three-five battles, then things just started coming naturally.) They are issues, but I don't think they are prevalent enough to call out; the final product might still be a spectacular game with or without these gripes.
One thing I do agree with, however, is Leon. Give the guy a beard or something, sheesh.
Anyway, cool review. I disagree with some of the cons, though; I didn't find the EX bars tiny at all, nor did the tournament theme seem cliche, nor was field navigation THAT difficult, nor was the learning curve THAT bad. (I think I had trouble with maybe the first three-five battles, then things just started coming naturally.) They are issues, but I don't think they are prevalent enough to call out; the final product might still be a spectacular game with or without these gripes.
One thing I do agree with, however, is Leon. Give the guy a beard or something, sheesh.
I didn't really have a problem with security wall (well, after reading nightblade's comment, I knew what to do) But either way, I would've beaten it anyways. Just spam bolt chasms and other electrical combat items and it's over in minutes. Though, I do regret skipping the soldier fights. Considering it's 900 creds per battle, I could've farmed some money from lockdowns. Oh well.
Oh Neooookkk!
I was still able to beat 'em at level 20 :)
I'm gonna go back and do it the proper way, as it cost me a ton of items!
I was still able to beat 'em at level 20 :)
I'm gonna go back and do it the proper way, as it cost me a ton of items!
Why does everyone hate Leon so much? He's introverted and stoic. So what. Plenty of people are like that, including myself. I know that there is apparently some unwritten rule that not only are introverts freaks and outcasts, but the protagonist always has to be ASSERTIVE and DOMINANT. That is not necessarily true; the hero does not always have to be running the show. (Perhaps it's a relic from the original though, where Blue couldn't have an assertive personality and still fit in with the choose-your-own-route storyline)
I find the "supporting protagonist" concept to be an interesting change of pace from normal storytelling. It's also great for an ensemble piece like Alter AILA, where a large focus is placed on the cast as a whole.
And honestly, Leon does have his plot-driving moments during phase 3 -- he's the entire reason the group goes to the dam facility and meets up with Erin. (Our actual protagonist... Kind of reminds me of Vaan and Ashe in Final Fantasy XII)
In more general terms, I do agree with your criticism about the mapping. Changing perspective when you go through doors is really disorienting, I agree. (The mapping get better as time goes on, though) As for Shock Emission, I believe that it's been toned down in the full version, and the main reason is such a problem is actually because, for the first three phases, your entire party (Scott, Violet, Leon) has a major weakness to Shock, which probably makes it look more deadly than it actually is.
I actually picked up on the battle system pretty quickly, but maybe that was because I played the old Variant demo, so I had a bit of extra experience with it... More explanation of the system wouldn't go amiss though, I agree.
I find the "supporting protagonist" concept to be an interesting change of pace from normal storytelling. It's also great for an ensemble piece like Alter AILA, where a large focus is placed on the cast as a whole.
And honestly, Leon does have his plot-driving moments during phase 3 -- he's the entire reason the group goes to the dam facility and meets up with Erin. (Our actual protagonist... Kind of reminds me of Vaan and Ashe in Final Fantasy XII)
In more general terms, I do agree with your criticism about the mapping. Changing perspective when you go through doors is really disorienting, I agree. (The mapping get better as time goes on, though) As for Shock Emission, I believe that it's been toned down in the full version, and the main reason is such a problem is actually because, for the first three phases, your entire party (Scott, Violet, Leon) has a major weakness to Shock, which probably makes it look more deadly than it actually is.
I actually picked up on the battle system pretty quickly, but maybe that was because I played the old Variant demo, so I had a bit of extra experience with it... More explanation of the system wouldn't go amiss though, I agree.
Reminds me too much of Vaan and Ashe. Ashe was a bitch.
It's not that we hate Leon. Nothing's wrong with his personality. The problem is, quite frankly, he's just as cliche as the "assertive" heroes, and there is a larger demographic who prefer their cliched heroes to have some attitude (myself included in this demographic). In other words, if a hero reminds us of Ichigo, Sasuke, or Squall, expect some boo's. If he reminds us of Goku, Naruto, or Luffy, expect some cheers.
Vivid personality = hero!
It's not that we hate Leon. Nothing's wrong with his personality. The problem is, quite frankly, he's just as cliche as the "assertive" heroes, and there is a larger demographic who prefer their cliched heroes to have some attitude (myself included in this demographic). In other words, if a hero reminds us of Ichigo, Sasuke, or Squall, expect some boo's. If he reminds us of Goku, Naruto, or Luffy, expect some cheers.
Vivid personality = hero!
post=212761
It's not that we hate Leon. Nothing's wrong with his personality. The problem is, quite frankly, he's just as cliche as the "assertive" heroes, and there is a larger demographic who prefer their cliched heroes to have some attitude (myself included in this demographic). In other words, if a hero reminds us of Ichigo, Sasuke, or Squall, expect some boo's. If he reminds us of Goku, Naruto, or Luffy, expect some cheers.
Vivid personality = hero!
The point I'm trying to make is that he ISN'T a hero, though. That's what "supporting protagonist" means -- just because they're the protagonist doesn't mean they're the hero as well. Erin fits the qualities that you describe -- she is assertive, and she does drive the plot. She is the hero. Leon is not; he's just a regular character who watches from the sidelines. I agree that the concept can have its pitfalls if the "real" hero isn't introduced early enough, since yes, it can get kind of boring in that case. Leon does have his character-defining moments, though -- he is very moral, and is also the one that steers the plot towards encountering our actual hero. I guess I might be more tolerant of the archetype because I can relate to that kind of character more easily... Arrogant, assertive, hot-blooded heroes can annoy me sometimes because they remind me of real-life people who I hate.
Especially if they're idiot heroes. That trope needs to kindly die in a fire.
(Squall's a bit of a middle ground between the two extremes, actually -- he's an introverted hero rather than a full-blown supporting protagonist, I think. Also, I used Vaan and Ashe because they're a good example of what I mean when I say "Erin is the actual hero, Leon is not despite being the protagonist", not because Ashe is a good example of a hero. FFXII's story was a train wreck, I agree)
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